The Seven Dwarves (D&D 4e)

Trap- Eye of Eternal Flame (05)

Description:

Eye of Eternal Flame

Level 5 Hazard

Trap

XP 200

At the far end of
the platform, seated atop an inky-black pedestal, is a finely
faceted jewel, burning with bloody, crimson light.

Trap: The gem resting
atop the pedestal is a nearly perfect ruby. Eight inches
in diameter, the ruby has hundreds of tiny facets, each
burning with the eternal enmity of the trapped spirit of an
ancient fire elemental.

Initiative: NA

Trigger

The gem heats any metal object coming within 10 feet.
Anyone carrying a metal object coming within 10 feet
takes 1d6 points of fire damage per round. Those closing
to 5 feet take 1d12 points of fire damage per round, and
those foolish enough to actually touch the gem take 3d6
points of fire damage per round. Metal objects retain heat
for as many rounds as they spent within the gem’s area of
effect.

Attack

No Action - Area (See above)Target: See above.Attack: NAHit: See above.

Countermeasures

♦ Though incredibly dangerous to most, the fiery gem also
offers a rare boon — spellcasters can also attempt to use
the spirit of the elemental to power their spells.
Anyone taking the gem in hand, and gazing into its
fiery heart must succeed on a DC 25 Insight check or
be overcome by abject terror. Casters that succeed in
mastering the spirit of the elemental can now draw on it
to power their spells — any encounter spell cast while the
spellcaster is the master of the gem is still available for use
later in the encounter. The caster must reassert his mastery
every round by making a successful Insight check.

♦ If at any point the PC is overcome by fear, he casts away
the gem in terror. If the gem strikes a hard surface, the PC
must make a Strength check (the gem has a break DC of
15). If the gem breaks, it shatters into a thousand shards,
releasing an inferno of eldritch fire. Any character within
20 feet of the gem suffers an attack (+8 vs. Fortitude, 5d6
fire damage).

♦ If a PC elects to destroy the gem, the savage spirit of the
elemental is beholden to the hero. Once, and only once, the
fire elemental will intervene on the PC’s behalf, saving his
life. Note that while the elemental is infallibly loyal, it is no
more good, lawful, or benevolent that it was during its life.
The spirit has no compunctions about decimating entire
villages of innocent victims, if that is what is necessary to
save the hero’s life.